Board & Card Games · Type
Mysterium: The Ghost, the Visions and the Editions
Mysterium is a cooperative mystery for 3 to 7 players, ages 10+ on the 2025 Refresh box: one player is a silent ghost who hands out picture cards, and everyone else tries to read them well enough to solve a murder before the seventh hour. Mysterium Park is the shorter funfair version, and Mysterium Kids starts at 6+. I like any game where the person giving clues isn't allowed to explain them. It's how my seventh graders feel about my handwriting.

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Board & family games
| Model | Recommended age | Players (min) | Players (max) | Play time (min) | Play time (max) | Amazon |
|---|---|---|---|---|---|---|
Asmodee Mysterium ParkBoard & family games More specs
| 10+ yearslisting | 2listing | 7listing | 28 minlisting | 28 minlisting | Check price |
Asmodee Mysterium (2025 Refresh)Board & family games More specs
| 10+ yearslisting | 3listing | 7listing | 45 minlisting | 45 minlisting | Check price |
Asmodee Mysterium Kids: Captain Echo's TreasureBoard & family games More specs
| 6+ yearslisting | 2listing | 6listing | 21 minlisting | 21 minlisting | Check price |
Strategy & hobby games
| Model | Players (min) | Play time (min) | Play time (max) | Amazon |
|---|---|---|---|---|
Asmodee Mysterium: Hidden SignsStrategy & hobby games More specs
| 2listing | 42 minlisting | 42 minlisting | Check price |
Asmodee Mysterium: Secrets & LiesStrategy & hobby games More specs
| 3listing | 45 minlisting | 45 minlisting | Check price |
What’s in this listEditions and versions of Mysterium sold on Amazon US, matched by the name on the listing. Players, age and play time come from the box or listing. “—” means neither the maker nor the Amazon listing states it.
What the Mysterium board game is
Mysterium is a cooperative deduction game about a murder in a haunted manor. One player is the ghost. Everyone else is a psychic. Everybody wins together or loses together.
The twist is how the ghost talks. It doesn't. The ghost knows the answer and can only pass out Vision cards: dreamlike pictures with no words. The psychics study those pictures and guess which suspect, which location and which object the ghost means. Get all three for every psychic, then solve one last shared vision, and the ghost can rest.
Box facts for the main game, from the 2025 Refresh listing and Libellud's page:
- Players: 3 to 7
- Ages: 10+
- Play time: 45 minutes on the listing, about 42 on Libellud's page
- Co-op or competitive: cooperative
- Designers: Oleksandr Nevskiy and Oleg Sidorenko
I admire a publisher that prints 42 minutes instead of rounding to 45. Somebody stood there with a stopwatch, and I respect it.
How Mysterium plays
The rules below are in my own words, from Libellud's English rulebook for the 2025 Refresh edition. The older edition's rules aren't covered here.
Setup: the ghost hides the answers
Pick the ghost. That player sits behind a game screen with the Vision deck and three Candle markers. Each psychic takes a color, an envelope and an Intuition pawn, and puts the pawn on the Character progress board. One psychic holds the pocket watch and sets it to the first hour.
Then the ghost secretly assigns cards. Eight Character cards go face up on the table for the psychics. The ghost has matching copies and slots one per psychic behind the screen. The same happens for Locations, then Objects. So every psychic has a private trail of three cards: a character, a place and an object. The ghost draws a hand of 7 Visions, and the game starts.
With 3 players, the rulebook has each psychic run two colors, so the table plays as if there were four psychics.
A round: visions, guesses, knocks
Each round has three parts.
- The ghost's turn. The ghost picks a psychic and hands them one or more Vision cards, aimed at whatever that psychic is guessing right now. Then the ghost refills to 7 and moves on until every psychic has a vision.
- The psychics' turn. The psychics talk it over, out loud, as much as they like. Each one parks their pawn on the card they think is theirs, and can move it until everyone's settled.
- Resolution. One at a time, each psychic asks if they're right. The ghost knocks under the table: once for yes, twice for no.
A right guess moves that psychic on, from Character to Location to Object. A wrong guess means the ghost adds to the same vision next round, and may pull cards that sent the psychic the wrong way.
The ghost can listen the whole time but may not gesture, comment or react. If the hand is hopeless, the ghost can spend a Candle to swap up to 7 cards. There are only three Candles for the whole game.
Mysterium is the only game I own where knocking on wood is in the rules, and it still doesn't bring luck.
How it ends
After each round the watch moves forward an hour. If it's already on the seventh hour and someone's trail is unfinished, everyone loses.
If every psychic finishes their trail in time, the game goes to the final reveal. The ghost secretly draws one psychic's token at random. That psychic's trail is the true culprit. The ghost picks three Vision cards, one each for character, location and object, shuffles them and hands them over. The psychics lay out all the trails and must agree on one, or go by majority. Right trail, everybody wins.
Tips for a first ghost
The rulebook gives the ghost a short list of ways two pictures can connect. Here it is in my words:
- Mood: both cards feel gloomy, or both feel warm
- Things: both show an animal, a house, a key
- Shape: both are symmetrical, empty, or laid out the same way
- Color: both are mostly red, or mostly dull
The rulebook also says there's no right or wrong link. What matters is learning how each psychic thinks. One player reads color first. Another only sees objects. By the third hour, a good ghost is dealing different kinds of clues to different people.
Two practical notes. Use a Candle early if your hand is truly hopeless; three Candles last the whole game, final vision included. And when a psychic misses, the rules let you add to their old vision and pull the card that misled them. A miss isn't wasted. It tells you how that person reads.
Tips for psychics
Talk out loud, all the time. The ghost is allowed to listen, and every guess you say helps the ghost aim the next card. Point at details, not whole cards: the lamp in the corner, the color of the sky. And remember that two psychics can't both be right about the same card, because each card belongs to one trail.
Lucho's take: "A ghost who answers only with pictures. That's every parts diagram I've ever ordered from."
Mysterium editions on Amazon US right now
Our data for this page lists five Mysterium items on Amazon US as of October 2026, all from Asmodee, which distributes Libellud's games. The table above shows what each listing states. Here's what tells them apart.
Mysterium (2025 Refresh)
This is the main game. The listing marks it as a new edition or refresh, 3 to 7 players, ages 10+ and 45 minutes, cooperative. Libellud's page lists 84 Vision cards, three sets of 48 cards, six envelopes, six pawns, four progress boards, a pocket watch, a game screen and three Candle markers.
If you want the game the rules section describes, this is the box.
Mysterium Park
Park is its own game, not an add-on. The listing says 2 to 7 players, ages 10+ and 28 minutes, cooperative. Libellud's page says 2 to 6 players, so if you're planning on 7, go by the publisher.
The idea is the same: a silent ghost, picture clues, a team of psychics. The structure is trimmed. Per Libellud's Park rulebook:
- The setting is a traveling funfair whose director vanished
- Round 1: each psychic clears one innocent suspect
- Round 2: each psychic rules out one location
- Both rounds share a limit of 6 turns
- Round 3: name the culprit and the location
- No objects to find
The ghost works from a Plot card that marks which card belongs to which psychic, and gets three Ticket tokens to swap a bad hand. The rulebook suggests that a player who knows this kind of game should be the ghost the first time.
Mysterium Kids: Captain Echo's Treasure
The listing says ages 6+, 2 to 6 players and 21 minutes, cooperative. It's the only Mysterium in our data that starts below 10. We couldn't open a Libellud rules page for it, so I won't describe its turn. Check the box if you want the details before you buy.
Mysterium expansions
Two expansions are listed. Both need the base game.
Hidden Signs
The listing says 2 to 7 players, ages 10+, 42 minutes and 78 cards, and names Mysterium as the base game. Libellud's Hidden Signs rule sheet says it adds no new rules. It brings 42 Vision cards plus new Character, Location and Object sets, and you shuffle the new Visions into your deck.
One thing to check: that rule sheet is part of the Refresh line, and its card list doesn't add up to the 78 cards on this listing. The listing doesn't say which edition it matches. If your base box is the Refresh, confirm the edition with the seller before you buy.
Secrets & Lies
The listing marks it as part of the 2025 Refresh, 3 to 7 players, ages 10+ and 45 minutes, and names 8 suspects, locations and objects, 42 vision cards and 16 story cards. Libellud's rule sheet explains the new piece: Story cards, past events from just before the ghost's death. You can play with Story cards in place of Objects, and everything else stays the same.
Which add-on first
My one opinion for this page: get the base game to the table a few times before buying an expansion. The reason is specific to Mysterium. Both expansions mostly add more pictures and more suspects. That's variety, and variety matters most once your group has learned to read each other's clues. Until then, the 84 Visions in the base box are plenty of puzzle.
Who should skip Mysterium
Skip it if your table goes quiet under pressure. The psychics have to talk constantly, out loud, about what a picture of a lighthouse made them think of. A group that hates thinking out loud will stall at the second hour.
Skip it for a strict two-person household too. The main game lists 3 to 7 players. Park lists 2, but one of the two is the silent ghost, which makes for a very focused evening.
And skip it if someone at your table can't resist hinting. The ghost may not gesture or comment, at all. If your best candidate for ghost narrates every card while dealing it, give them a psychic seat instead.
Mysterium vs other picture-clue games
Mysterium sits between word games and deduction games. If your group likes part of it, these share the parts:
- Codenames: one clue-giver, teams guessing, words instead of pictures
- Hanabi: cooperative, with strict limits on what you can say
- Murder mystery games: the whodunit without the ghost
- Pandemic: another cooperative game where the clock is the enemy
- Outfoxed: a cooperative whodunit for younger players
For more cooperative and deduction games, see the board games section.
Knock once if you're in. Twice if you need another vision.
Related
Questions people ask
How many players can play Mysterium?
The 2025 Refresh listing says 3 to 7 players, and Libellud's page agrees. One player is the ghost and the rest are psychics. With 3 players, the rulebook has each psychic play two colors, so the game runs as if 4 psychics were at the table. Mysterium Park lists 2 to 7 on its listing; Libellud's Park page says 2 to 6.
What is Mysterium Park?
It's a smaller, faster Mysterium set at a traveling funfair. Libellud's rulebook gives the psychics 6 turns to clear suspects and rule out locations, then a final round to name the culprit and the place. There are no objects to find. The listing says 2 to 7 players, ages 10+ and 28 minutes, and it's a standalone game, not an expansion.
Do you need the base game for Hidden Signs and Secrets & Lies?
Yes. Both listings mark them as expansions that need Mysterium. Libellud's rule sheets say Hidden Signs adds no new rules, just more Vision, Character, Location and Object cards. Secrets & Lies adds Story cards you can use instead of Objects. Neither plays on its own.
How long does Mysterium take?
The 2025 Refresh listing says 45 minutes; Libellud's page says about 42. The game can't run longer than seven rounds plus the final vision, because the psychics lose if the clock passes the seventh hour. Mysterium Park lists 28 minutes and Mysterium Kids: Captain Echo's Treasure lists 21.
Is Mysterium good for kids?
The main game and Park both list ages 10+. For younger players, Mysterium Kids: Captain Echo's Treasure lists ages 6+, 2 to 6 players and 21 minutes, and is listed as cooperative. We couldn't open a Libellud rules page for the Kids game, so we can't describe how its turns differ.
Sources
- Libellud: Mysterium — accessed 2026-10-23
- Libellud: Mysterium rulebook, 2025 Refresh (PDF) — accessed 2026-10-23
- Libellud: Mysterium Hidden Signs rule sheet (PDF) — accessed 2026-10-23
- Libellud: Mysterium Secrets & Lies rule sheet (PDF) — accessed 2026-10-23
- Libellud: Mysterium Park — accessed 2026-10-23
- Libellud: Mysterium Park rulebook (PDF) — accessed 2026-10-23




